Models for Mods

Models for Mods

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Axel
Posts: 14
Joined: 11 Jun 2006, 23:29

Models for Mods

Post by Axel »

Well the reason I asked about LODs was to know how mich detail units can have.

Heard that there was a dire need for remodeled TA units so, here's the CORE_Goliath:

ImageImageImage

Model about 85% done, want to add some turrets on the side...
Hope you like it...

Model source: http://www.itchstudios.com/psg/ta/ta.htm

I'm planning to make most of the models, except for the KBots, some will become battlesuits (armored infantry, example: the pewee, ak, warrior, etc), some will become mechs (will be larger and some will get more weapons, example: storm, thud, rocko, etc.), so basicly the tech 1 KBOT lab will become some sort of infantry baracks.
Also planning to remodle the buidings, factories will be large (at least 4 times bigger than the ones in use) and will have weapons, but nothing too fancy though, lvl1 air and ground deffenses.
Naval units will be bigger (see site for scale).

Questions:
Q1: Are unit/building add-ons possible (application: possibility to manualy add weapons to factories, new production cells to increase factory build speed, etc)
Q2: Are complex build animations possible (example: a chopper bringing recruits to the infantry barracks, constructors launch small drones)
Q3: Can units be loaded into buildings and able to fire from inside?? (usable for infantry - planning to make some civ buildings later on, because I realy like urban warfare, and is one of the things that most strategy games lack)
Q4: Walls- I intend to make some complex wall segments and I wa wondering if it's possible to make a much more complex walling system (after a certain number of common segments, a special segment is built)
Special segments (and conditions): straight special (once every n common segments), corner segment (the wall turns in a different direction), intersection segment (wall segments intersect), and an ending segment (wall ends).

PS: Considering I only have one view to work with, the models won't look exactly like the drawings :roll:
Also, sorry for the long first post.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Post by rcdraco »

1. yes, LUA/COB, LUA upgrading.

2. yes, COB

3. yes, by using the isfireplatform fbi tag, and setting the units inside it to have avoidfriendly=0; hitfriendly=0;

4. maybe, probably possible with LUA.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Models for Mods

Post by quantum »

Axel wrote: Heard that there was a dire need for remodeled TA units so, here's the CORE_Goliath
Very nice :) Unfortunately one of the few units that have been remodeled is the Goliath, so we'd use the model for another unit.
Axel wrote: Q1: Are unit/building add-ons possible (application: possibility to manualy add weapons to factories, new production cells to increase factory build speed, etc)
Yes. It's doable with Lua scripts.
Axel wrote: Q3: Can units be loaded into buildings and able to fire from inside??
Yes. The buildings can be made transports and use the "isfireplatform" tag.
Axel wrote: Q4: Walls- I intend to make some complex wall segments and I wa wondering if it's possible to make a much more complex walling system (after a certain number of common segments, a special segment is built)
Special segments (and conditions): straight special (once every n common segments), corner segment (the wall turns in a different direction), intersection segment (wall segments intersect), and an ending segment (wall ends).
Yes, with Lua scripting. You can also build walls by raising the terrain.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Models for Mods

Post by smoth »

quantum wrote:
Axel wrote: Q3: Can units be loaded into buildings and able to fire from inside??
Yes. The buildings can be made transports and use the "isfireplatform" tag.
holy crap I had no idea that tag was useful like that!
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The Goliath design looks more like an APC with some kind of anti-infantry or light antitank weapon to me. Maybe it's the size of the turret compared to the base.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I like the chassis, but the turret seems entirely unsuited, and the way it connects with the chassis doesn't appear to have been resolved in any way.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Your modelling style seems familiar. Do you do modelling for Homeworld?
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Post by kiki »

isfireplatform? Smoth? I have never even made a model yet and that was the first cool thing I learned... :?

Turret needs work, but I think I like the chassis. The design is refreshing, and yes, somewhat reminiscent of a certain space rts.
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